Transformational Play: Using Games to Position Person, Content, and Context

 
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Transformational Play: Using Games to Position Person, Content, and Context
Transformational Play: Using Games to
Position Person, Content, and Context
Sasha A. Barab, Melissa Gresalfi, and Adam Ingram-Goble

Videogames are a powerful medium that curriculum designers can           multiplayer online videogame called Quest Atlantis, for which
use to create narratively rich worlds for achieving educational goals.   we were lead designers.1 This work has given rise to the belief that
In these worlds, youth can become scientists, doctors, writers, and      videogames are a powerful medium in which curriculum design-
                                                                         ers can create new worlds that invite youth to become scientists,
mathematicians who critically engage complex disciplinary content
                                                                         doctors, writers, mathematicians, and the like. In these roles,
to transform a virtual world. Toward illuminating this potential, the
                                                                         players develop and apply increasingly sophisticated academic
authors advance the theory of transformational play. Such play           understandings as they change the conditions of the content to
involves taking on the role of a protagonist who must employ con-        transform both the virtual world and their ability to take on more
ceptual understandings to transform a problem-based fictional con-       complex problems. It is in this way that videogames can be used
text and transform the player as well. The authors first survey the      to position person, content, and context in transformative ways.
                                                                         This sort of consequential engagement is very difficult to accom-
theory and then ground their discussion in two units that, as part of
                                                                         plish in schools and in noninteractive media; teachers can
their design-based research methodology, have simultaneously given
                                                                         describe a situation, share a book, or even show a movie, but
rise to and been informed by their theory of transformational play.      doing so does not create a setting that learners can act upon (and
They close with a discussion of research and design challenges.          change) in personally valued and socially significant ways. In
                                                                         contrast, in a game world we can support such interactions and
                                                                         design them to push back and evolve players’ understandings of
Keywords:      computers and learning; instructional design/
                                                                         academic concepts. This is, in part, because when playing a vid-
               development; instructional technologies                   eogame the players are granted a form of dramatic agency: They
                                                                         make decisions that affect the direction of an unfolding story line
                                                                         central to the fictional game context (Murray, 1997).
                                                                             We believe that the opportunity to have a personal, agentic,

M
          uch has been written about the educational potential           and consequential role in resolving a dilemma is a significant
          of games (Gee, 2003; Shaffer, 2007; Squire, 2006;              component of both content learning and potentially more endur-
          Steinkeuhler, 2006), and we are seeing numerous                ing outcomes, such as the development of identity or affiliation
efforts to design serious games that teach academic content—             (Donath, 1998; Turkle, 1995). The plausibility of this position-
many of which are in use in classrooms (see, for example, Dede           ing is made possible because of the fictional nature of the game
& Barab, 2009; Rosenbaum, Klopfer, & Perry, 2007; Squire &               world in which such consequential positioning of the player is
Jan, 2007; for a review, see Clark, Nelson, Sengupta, & D’Angelo,        reasonable if not expected (Gee, 2003; Squire, 2006). Thus nar-
2009). In particular, scholars have documented the complex               rative videogames can become transactive curricula that afford
forms of learning and participation that can occur during game           dynamic interplay between player and story line, between knower
play—its discursive richness, depth of collaborative inquiry,            and known, between action and understanding (Barab, Dodge,
opportunities for consequentiality, rich perception–action cycles,       et al., 2010). And, of central importance to educators, the free-
and exploration of situated identities (Gee, 2003; Shaffer, Squire,      dom afforded by the fiction allows the designer to take peda-
Halverson, & Gee, 2005; Squire, 2006; Steinkuehler, 2006). The           gogical liberties to ensure that educational lessons are experienced;
power of these technologies reflects not industrial-age efficiency       for example, allowing players to travel into the future to see the
but twenty-first-century opportunity: They provide entire worlds         impact of their actions. Thus a player can become the protagonist
designed to help learners adopt roles and engage story lines previ-      who determines, within designed parameters, how the story
ously inaccessible to them. If properly designed, they can provide       unfolds. It is in this way, we argue, that games are transactive,
the problems, tools, people, experiences, perspectives, and conse-       enlisting narrative story lines and interactive rule sets that sup-
quences to ensure that learners develop rich content understand-         port a dynamic (transactional) unity of person, content, and con-
ing (Barab, Gresalfi, & Arici, 2009).                                    text in which all are transformed through participation.
   In this article, we discuss our game research and design                  Although fiction more generally can afford engagement, per-
work of the past decade, centered on the educationally based,            spective taking, and projective identification with plotlines that

            Educational Researcher,Vol. 39, No. 7, pp. 525–536
                   DOI: 10.3102/0013189X10386593
                    © 2010 AERA. http://er.aera.net
                                                                                                                           October 2010   525
Transformational Play: Using Games to Position Person, Content, and Context
potentially resonate with other situations (cf. the notion of “met-
aphorical loft” in Bruner, 2002), we argue that videogames—
with narratives that are playable—have the additional potential to
position players to experience a sense of agency and consequen-
tiality (Gee, 2003). Realistically, students rarely have the oppor-
tunity or the ability to solve a real-world water-quality problem
or to write a persuasive article to determine the direction of a
community decision. Yet in the sheltered story line of a fictional
videogame world, we can create this opportunity and make the
role and its significance quite believable. Because the player is
driving the unfolding story line, it becomes, in a very real way,
the player’s own story. Moreover, in a game, failure is tolerated         FIGURE 1. The core elements of transformational play (spokes
and risk taking is encouraged; players can experiment with con-           of wheel) and the target types of positioning for each element.
ceptual understandings and learn from the impact of unproduc-
tive choices. So, for example, misapplying one’s understanding of
eutrophication could result in a substandard game choice about            context and ultimately (f ) the player’s understanding of the con-
a fictional water-quality problem resulting in negative conditions        tent as well as of (g) herself as someone who has used academic
for a virtual park. However, this choice is not terminal; it can be       content to address a socially significant problem. Playing trans-
reflected on and ameliorated to promote deep engagement with              formationally integrates person, content, and context as part of a
the content and even drive new learning opportunities.                    transactive system in which each type of positioning motivates
    In the next section we advance the theory of transformational play,   and is motivated by the other types (see Figure 1). Such a func-
grounded in the ideas expressed above and in our previous research.       tional unity is central to meaningful participation outside of
We then present illuminative cases from our own work that demon-          schools and is central to why being a scientist or a reporter is
strate the value of the theory for informing instructional design.        often so compelling to those who choose those careers.
                                                                              Problematically, however, these functional relations are often
Transformational Play                                                     cleaved in formal learning contexts such as K–12 classrooms,
Our theory of transformational play is an extension of Dewey’s            where, for example, what it means to be a scientist, what it means
(1938/1963) idea of transactivity: that “every experience enacted         to use science, and what it means to know science are very differ-
and undergone modifies the one who acts and undergoes. . . . For          ent things (Barab, Sadler, Heiselt, Hickey, & Zuiker, 2007; Barab,
it is a somewhat different person who enters into them” (p. 35).          Zuiker, et al., 2007; Roth, 1996). Acknowledging this problem,
However, as Dewey further noted, “every genuine experience has            Lave (1997) commented that it appears that the “academic and
an active side which changes in some degree the . . . conditions          educational establishments are caught in a serious dilemma con-
under which experiences are had” (p. 39). The idea of transforma-         cerning the role of distance from experience in strengthening and
tional play draws upon the epistemological position that both             at the same time weakening learning” (p. 28). Learning is weak-
knower and known constitute, and are constituted through,                 ened in part because it remains difficult to appreciate the meaning
meaningful inquiry (Connell, 1996; Dewey, 1938/1963; Dewey                of content when separated from contexts of application, but also
& Bentley, 1949). Such a transactive view, as it relates to designing     because learning is treated as something that happens to the
game-based curricula, requires not only recognizing the interrela-        learner and not as an intentional process that becomes more pow-
tions between the ways that person and situation can change one           erful when engaged by the learner in the service of resolving a
another, but also intentionally leveraging that realization to design     significant problem. In contrast, we argue for a model of partici-
for more powerful learning experiences. Thus our designs build on         pation that involves intentionally leveraging the three intercon-
a theory of learning that assumes that learners, content, and con-        nected elements of person, content, and context. Specifically, when
text are inextricably bound together; our designs therefore posi-         creating spaces to afford transformational play, we attempt to cre-
tion learners as active decision makers who use their understandings      ate experiences that position these elements in the following ways:
to inquire into particular circumstances and change them.
    Building on related work that connects person, content, and              •• Person With Intentionality (positioning players as protagonists
context (Brown, Collins, & Duguid, 1989; Cognition and                          with the responsibility of making choices that advance the
Technology Group at Vanderbilt, 1990, 1993; Greeno & Middle                     unfolding story line in the game)
School Mathematics Through Applications Project Group, 1998;                 •• Content With Legitimacy (positioning the understanding and
Lave, 1991; Wenger, 1998), we have developed a theory of trans-                 application of academic concepts as necessary if players are to
formational play to account for the experiences that we wish to                 resolve the game-world dilemmas successfully)
foster through our designs and the elements to which we must                 •• Context With Consequentiality (positioning contexts as modi-
attend in creating new curricula and play spaces (Barab, Gresalfi,              fiable through player choices, thus illuminating the conse-
& Arici, 2009). Merely playing a game does not ensure that one                  quences and providing meaning to players’ decisions)
is engaged in transformational play. Playing transformationally
involves (a) taking on the role of a protagonist (b) who must             Each of these forms of positioning is briefly elaborated here and
employ conceptual understandings (c) to make choices (d) that             then further illustrated through two illuminative cases in the fol-
have the potential to transform (e) a problem-based fictional             lowing section.

526   educational Researcher
Transformational Play: Using Games to Position Person, Content, and Context
Person With Intentionality                                              actions in conceptually revealing ways. These different opportu-
                                                                        nities prompted Gresalfi, Barab, Siyahhan, and Christensen
When a context supports acting with intention, it creates a rea-
                                                                        (2009) to contrast four types of content engagement: procedural,
son for being there (motivation), and helps to shape players’
                                                                        conceptual, consequential, and critical. A core goal of transfor-
attention to both the story and the conceptual tools that would
                                                                        mational play is to support these four types of content engage-
be required to successfully engage the story. One of the most
                                                                        ment, as students are encouraged to engage not only procedurally
powerful opportunities offered by games is that players are not
                                                                        with content (learning about what to do) but also conceptually
just observers but are often protagonists who make decisions
                                                                        (understanding how their tools work), consequentially (consider-
that affect the game world and reveal personal biases and misun-
                                                                        ing the impact of their actions on designed contexts), and criti-
derstandings. Thus games can offer to players the experience of
                                                                        cally (reflecting on the effectiveness of particular tools for
“playing out one’s self ” (Gadamer, 1975, p. 132). The players
                                                                        accomplishing desired ends). Of particular interest is the use of
are changed both through dialogue with interactive game char-
                                                                        games as learning tools to support consequential understandings:
acters that they encounter subsequent to their decisions and
                                                                        In the game world, insufficient understandings result in unin-
through their reflections on themselves as the types of players
                                                                        formed actions that fail to achieve an appropriate impact. And
who have made such decisions (Barab, Dodge, Ingram-Goble,
                                                                        through an examination of the game consequences, students are
et al., 2010). In this way, videogames can allow students to try
                                                                        able to engage the content critically as they question its meaning
out new ways of being through the appropriation of and projec-
                                                                        in situ.
tion into the external agent (avatar), which they can safely try on
and act through, in ways unlike what might be recognized as             Context With Consequentiality
possible in their “real” world. Gee (2003) discusses how players,
                                                                        An essential aspect of conceptual game play is that individuals
when playing a game, do not experience the play as their normal
                                                                        are experientially situated within a space where they have a legit-
self, or simply as an external avatar manifesting a novel self, but
                                                                        imate role and their actions have effects on a particular context.
rather as their virtual projective self—part real, part avatar. It is
                                                                        Thus context is not an external referent enlisted by the teacher
in this dynamic between their choices and the game’s possibili-
                                                                        to give the lesson meaning, nor is it a future place where the
ties that the players begin to see the world, and their opportuni-
                                                                        content will someday be relevant. It is an actionable context that
ties to act upon it, as different or revised. Such positioning,
                                                                        is resonant with and responsive to learner actions. Such experien-
especially when the narrative consequences of players’ choices
                                                                        tial consequentiality is quite a contrast to the arbitrary consequen-
are intentionally designed to highlight an important tension of
                                                                        tiality of exchanging work for grades, as typically is found in
the discipline, is a significant affordance of games for education.
                                                                        American schools. Likewise, experiential consequentiality ele-
And, ironically, although this fantastical space exists only in bits
                                                                        vates the projective consequentiality that has been so important to
and bytes and in the imaginations of those who enter it, it is only
                                                                        problem-based learning curricula and other designs that are
in the fantasy space that the notion that a primary school stu-
                                                                        intended to “situate” or “contextualize” content understanding
dent can be a reporter, a scientist, a historian, or even a super-
                                                                        but that occur in contexts that do not respond to learner actions
hero is quite believable (Bateson, 1972/2000).
                                                                        (Cognition and Technology Group at Vanderbilt, 1993). This
                                                                        consequential feedback is an important learning tool, for rather
Content With Legitimacy
                                                                        than having to hypothesize about the implications of their
Disciplinary content knowledge is a valuable tool that can be           actions (a process whose ultimate accountability is tied up with
used to change the world. Unfortunately, leveraging content             the teacher, an external authority), students are able to experi-
knowledge to solve problems is an endeavor often reserved for           ence the impact of their actions, and the impact becomes authen-
adults; when children learn new information, it is frequently pre-      tic feedback about their initial assumptions and understandings.
sented in the form of disconnected, external facts. Contexts that       In this way, games become an interactive context for helping
position learners as mere spectators whose role is to remember          children to experience the use-value of content and, more impor-
static knowledge may not capitalize on the possibilities for sup-       tant, to experiment with different applications of that content in
porting meaningful understanding. Furthermore, in a context             which failure is a legitimate opportunity to learn. Beyond pro-
focused on acquiring information and reproducing objective              viding a dramatic story line to contextualize the meaning of the
understanding, accountability and authority lie external to the         concepts, the designer can program the game mechanics to
learner and thereby undermine the learning process (Gresalfi,           enable children to play with the concepts as they act within the
Martin, Hand, & Greeno, 2008). In contrast, games can provide           game, for example, as they add pieces of limestone to change the
a framing that legitimizes the participation of the players by          pH level of water.
establishing a value system for both the context and the players’
                                                                        Illuminative Cases
actions that honors their agency and the need for mastering con-
tent if they are to resolve a problematic situation—one that has        From a design perspective, facilitating transformational play
been designed to be pedagogically illuminative, in that solving it      requires creating spaces that are responsive to players’ decisions,
requires applying disciplinary understandings.                          such that both the game and the player change as game play
    More than following a series of procedural steps, games pro-        progresses (Barab, Gresalfi, Dodge, & Ingram-Goble, 2010).
vide players the opportunity to determine when to use particular        Designing for these interactive trajectories requires careful atten-
content; and they provide the experience (as well as motivation)        tion to the interplay between person, content, and context. In the
that players need to critically analyze the consequences of their       next section, we further unpack these elements of transformational

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Transformational Play: Using Games to Position Person, Content, and Context
FIGURE 2. Screen shot from the Quest Atlantis Gaming Project. The left side shows the 3D world, which can include multiple avatars
controlled by different players, and the right side shows the player’s home page.

play by presenting two units in Quest Atlantis (QA; see http://        assigned by the teacher, players can evolve their characters on the
QuestAtlantis.org). As is elaborated elsewhere (Barab, Dodge,          basis of personal interests and priorities, such that, over time,
Thomas, Jackson, & Tuzun, 2007; Barab, Gresalfi, & Arici,              they rarely have similar game experiences or character profiles.
2009; Barab, Thomas, Dodge, & Carteaux, 2004; Barab, Zuiker,               With the goal of further grounding the theoretical ideas dis-
et al., 2007), QA is a learning and teaching project that uses a 3D    cussed here, we now present two curricular units of QA that have
multiuser environment to immerse children, ages 9–12, in edu-          inspired multiple research publications, demonstrated statistically
cational tasks. Building on the model of online role-playing           significant learning gains, and collectively been used by more than
games, QA combines strategies used in the commercial gaming            15,000 children worldwide (Arici, 2009; Barab, Dodge, et al.,
environment with lessons from education research on learning           2010; Barab, Sadler, et al., 2007; Barab, Scott, et al., 2009; Barab,
and motivation. The core elements are (a) a 3D multiuser virtual       Zuiker, et al., 2007; Hickey, Ingram-Goble, & Jameson, 2009).
environment (MUVE) (see Figure 2); (b) an unfolding story line
                                                                       Example 1: The Taiga Fishkill
involving a mythical Council and a set of social commitments;
(c) a customizable home page and various professions through           The Taiga Fishkill unit is an interactive narrative set within an
which a player’s character can evolve; (d) inquiry learning activi-    aquatic habitat (Taiga National Park), where a serious ecological
ties presented as quests and missions (as in the two example units     problem has resulted in a significant decline in the fish popula-
presented later); and (e) a globally distributed community of          tion (Barab, Sadler, et al., 2007; Barab, Zuiker, et al., 2007).
more than 50,0002 participants from multiple countries who             Students are hired as environmental scientists whose job is to
interact with each other within the game world and outside the         investigate the fish population decline and propose solutions to
game world if they are in the same classroom.                          the problem. To prepare the students for this role, the curriculum
    Using their avatars, students navigate through the virtual park    begins with an overworked scientist, Abby, asking the visiting
and interact with other players and in-game characters, who use        players to make several observations of and corrections to the
pre-scripted dialogues to communicate their perspectives on par-       conditions of fish tanks she is using to run some experiments (see
ticular issues. Much of the game play takes place as players click     Figure 3). Players find that the dissolved oxygen in one tank is
on nonplayer characters that have been scripted to respond in          low, causing the fish to breathe near the surface, and in another
ways that are consistent with the game narrative and which change      tank they observe that a significantly acidic pH has killed some
on the basis of previous player choices and in-game happenings.        fish. As they are scaffolded through a process of resolving each
So, for example, if the player initiated a logging ban, logger char-   tank’s problems, Abby becomes impressed by their growing
acters in the game would become aggressive in their response to        sophistication in analyzing and solving the problems and recom-
the player. As students complete various activities, their game        mends that they be hired to solve the fish decline problem at the
characters also change in both appearance and functionality            local national park, where Abby once worked. In this way, the
(i.e., their game characters can perform previously inaccessible       content that students are asked to leverage is positioned as legiti-
behaviors). Even within the constraints of the many activities         mate for resolving the dilemma faced by the park.

528   educational Researcher
FIGURE 3. Screen shot from the Taiga Fishkill unit showing a pop-up sequence associated with the fish tank, and a player home page at right.

    The consequentiality of the context is supported by creating        is no clear right answer, students have to find a balance between
key decision points that require leveraging of disciplinary formal-     what the data are telling them about the river, their values with
isms and enable players to observe and interrogate the conse-           regard to the park community, and their personal sympathies,
quences of those decisions. For example, in investigating the           which may lie with some community groups over others.
problem, students are introduced to concepts such as erosion,               To further illuminate the power of transformational play, we
eutrophication, water quality, and system dynamics. As they are         now offer an example of an interview with a fifth-grade boy,
introduced to what these concepts mean, they experience how the         quoted from Barab, Sadler, et al. (2007), which illustrates the
concepts have meaning by making decisions about how to improve          extent to which students are immersed in the game play and how
water quality. Students, for example, may decide to target the role     they come to treat fictional characters as if they were real:
of nitrates in the water by asking the indigenous tribes, who are
farming near the water, to stop their activity; they might focus on        I have a question: Why aren’t the people just coming clean? Why
the role of erosion by asking the loggers to leave the area, or they       aren’t they saying “I think I did this because we’ve been doing
might attribute the fish deaths to overfishing and ask the com-            this” or something? ’Cause they aren’t really saying what they’re
mercial fishing company to close. After making such decisions,             doing or coming to the park or—they’re not coming to the rang-
                                                                           ers saying “Can we have a meeting so everyone can say what
students are able to see and consider the consequences of their
                                                                           they’ve done?” I mean, it seems like if you wanted to help the park
recommendations by traveling to a future world. In this way, they          and you wanted to still use it, the rangers would be more happy
can reflect on the consequentiality of various disciplinary con-           if you told them what you were doing now and try and change
structs, and in the process they work with skills such as graph            your ways instead of keeping going ’cause you’d probably get
construction and deconstruction, hypothesis generation, water-             kicked out of the park if you don’t tell them now. You’re probably
quality analysis, socioscientific reasoning, and scientific inquiry.       gonna ruin the fish population. And it’s gonna take them at least
    Students are encouraged to act with intentionality by being            probably two years to at least get it back to normal. (p. 64)
positioned as expert helpers who can have an impact on the situ-
ation by determining the causes for the drop in the fish popula-        What is important to highlight in this excerpt is that students are
tion. From the beginning, with the fish tanks, the players are able     sufficiently immersed in the story line to be affectively engaged
to address water-quality problems through simple actions such as        and demand accountability from the characters as if they were
turning on a bubbler or modifying the pH by adding a basic solu-        real people. What’s more, this student, with his feeling of indig-
tion to the tank. Then, on the basis of their successes or reflective   nation about the behavior of the characters, appears to see him-
failures with these tasks, the players are asked to carry out various   self as having a central role in the emerging story. When students
investigations into the health of the waterway and the effects of       are situated in this way, they have a reason to leverage disciplinary
nearby park activities—and nonplayer characters treat them as if        content, exercising intentionality on what they clearly see to be a
they have the skills and dispositions to succeed. More specifically,    legitimate dilemma. And, more important, they see their role not
the players interview people with various perspectives on the           simply as understanding academic content but as having an
problem, collect and analyze data to develop a hypothesis about         impact on the world.
the problem, propose an informed and practical solution, and                The next example illuminates how positioning the science con-
examine the impact of their recommendations—all practices               tent in the context of the playable fiction changed the task of reading
designed to position them in the role of scientist. Because there       and interpreting an inscription (in this case, a diagram) from an act

                                                                                                                             October 2010    529
examined the differences between learning science content on
                                                                        water quality in a traditional science classroom with a traditional
                                                                        curriculum and learning the same disciplinary content embedded
                                                                        in QA (Arici, 2009). The traditional curriculum was text based,
                                                                        and activities were teacher led; in the QA condition, the curricu-
                                                                        lum was virtual, and students uncovered information within the
                                                                        virtual world while the teacher provided support. There were two
                                                                        classrooms in each condition, all taught by the same seventh-
                                                                        grade teacher in a rural community. Lessons in the traditional
                                                                        condition involved lecture, class discussion, and carefully orga-
                                                                        nized notes, with microcontexts serving as examples (a new
FIGURE 4. Diagram of the process of eutrophication, adapted             exemplar for each new concept taught, as is typically found in
from a science textbook. It was drawn informally, dipped in wet         textbooks). Lessons in the QA condition were embedded in the
coffee grounds for photographing, and incorporated in the Taiga         story of Taiga, and all science content was distributed in the
Fishkill unit as a fragment of a “scroll” to be found by students.      game, needing to be uncovered and solved, within the overarch-
                                                                        ing narrative about fish decline.
                                                                            The pretest of standardized science test items showed no sig-
of compliance to a legitimate effort at interpretation and under-       nificant differences between conditions, t(91) = .16, p = .87, or
standing. It also demonstrates how the play and meaning making          between the four classes, F(3, 89) = 1.09, p = .36, indicating
that begin in the virtual environment extend into the real world as     equivalent ability with respect to understanding of water-quality
students have conversations about their game play. In the observed      concepts. The posttest showed significant learning gains for both
face-to-face exchanges that follow, students in the same fifth-grade    conditions, indicating that both groups learned about water-
classroom discover in game a scroll fragment with a hand-drawn          quality concepts. But the QA group learned significantly more
representation of the process of eutrophication, and they are trying    than the traditional group, as indicated by a repeated measures
to interpret its meaning (see Figure 4).                                ANOVA, F(1, 115) = 6.53, p < .01. Specifically, the QA students
                                                                        were able to more accurately interpret data presented as multiple-
Girl1: Look at the top. There’s a little hint. It says ‘No trees cut    choice test items, define core concepts such as erosion and eutro-
   down. Bad’, so it must be the loggers that wrote that—               phication, and, as part of a transfer task, analyze a fictional stream
Girl2: No, no, no. It doesn’t say ‘No trees cut down’. I just figured   in which they had to identify a problem that involved systems-
   it out ’cause I just changed it and I thought it said that too.      level understandings. In addition, the delayed posttest, adminis-
   Then I found that ‘No trees bad’ means there are not trees, so       tered after 8 weeks, showed the students in the QA condition
   it probably isn’t the loggers and the loggers would think it was     (M = 23.65, SD = 5.85) scoring significantly higher than the
   good that there was no trees ’cause then they’d have logs.           students in the traditional classroom (M = 18.4, SD = 6.52) on a
Girl1: But they wouldn’t have anything more to cut down.                series of multiple-choice and short-answer items testing their
Boy: But still, they do replant trees once in a while.                  understanding of water quality as applied to a novel scenario,
Girl2: But the thing up there says ‘Trees by the bank, shade,           t(91) = 4.02, p < .001. These results show that the QA group had
   sunlight, water, temp, more dissolved oxygen’.                       a deeper understanding and significantly less forgetting over 2
Boy: There are things about the particles absorbing sunlight; it        months following the intervention.
   sort of proves that the Mulu are not guilty because their tem-           Furthermore, when asked why they were doing this task, 97%
   peratures were actually really low, and so that means they had       of the traditional students said it was because they were required
   trees too. And the loggers probably are able to cut in the place     to (65% selected “to get a good grade” and 32% selected “the
   where the K-fly fish. So I think it’s the loggers and sort of the    teacher told me to”). In contrast, only 36% of the QA students
   K-fly fishers combined and not the Mulu, because the Mulus,          selected those reasons; 46% indicated that they were doing the
   first of all, they have trees because they’re off the park and not   task because they “wanted to be doing it,” and 18% gave other
   in it, and also, they don’t really have much stuff; their turbid-    reasons not having to do with being required to do it. This con-
   ity was good, so . . . (Barab, Sadler, et al., 2007, p. 69)          trast was significantly different from chance, χ2 = 24.87, p < .001.
                                                                        In addition, 91% of the students in the QA group logged in after
In this exchange, the to-be-learned content (i.e., that the diagram     school, and 75% completed extra-credit assignments, whereas
explicates the process of eutrophication) appears to be both sig-       only 2 students in the control group completed such activities. In
nificant and meaningful to these students because of its relevance      summary, we found that students who used QA, more than stu-
to their intention to determine why fish are dying in the park. It      dents in a traditional classroom, were motivated by a developing
is in this way that having an intention legitimizes the value of        interest in the curricular content and an enjoyment of the learn-
understanding erosion and drives the act of interpretation, an          ing experience rather than by a sense of obligation or concern
outcome that influences players’ decisions about which stake-           about a grade.
holder to blame and their understanding of the subsequent world
                                                                        Example 2: Modern Prometheus
changes resulting from the their recommendations.
    As further empirical validation of the curriculum’s value, in       The unit Modern Prometheus was developed with the goal of bet-
one 2-week comparison study with average sixth graders, we              ter understanding the potential of converting a classic piece of

530   educational Researcher
FIGURE 5. Screen shot from the Modern Prometheus unit showing a darker context. The player walks toward a graveyard, where she may
choose to steal body parts to help the doctor.

literature, such as Mary Shelley’s Frankenstein, into a transforma-         afterwards. It is in this moment that they experience their first
tional play space (see Figure 5; Barab, Dodge, Ingram-Goble, et             sense of consequentiality with the philosophical notion of ends
al., 2010). Modern Prometheus focuses on persuasive writing, as             justifying means. Given the choice they make at this point, they
students are asked to convince others to share their perspective on         begin to develop a stronger reputation either with the doctor or
particular ethical dilemmas. In particular, students grapple with           with the constable. Further emphasizing the significance of these
the role that ethics play in science and technology; in this case they      different reputations, in the last of the five missions players expe-
consider whether and when ends justify means in a battle with a             rience a visually different world based on the decisions they make
bacterial plague, as well as the notion of companionship. The               (e.g., a world where a chained-up creature is experimented on, or
game culminates with students’ making a decision about whether              a world that has been overrun by the plague but where the crea-
Doctor Frank’s creation is “human” and trying to persuade others            ture has a safe home).
of their views on whether “it” should be used for experimentation.              The core focus of student activity is to produce a persuasive
    To support intentionality, players initially receive a letter from      essay that the editor of the town newspaper will publish and that
their fictional mothers, pleading with them to visit Doctor Frank           will convince others to take up the student’s recommendation
and assist him with “anything he needs.” (In the first version of the       (either allowing the doctor to continue with his experiments or
game, the reason given by the mothers was that their children were          stopping him because they are considered unethical). In the role of
compassionate people; in the current version, to better highlight           persuasive reporter, players navigate around the 3D world, interact-
the conceptual skills to be learned, the mothers’ reason is the chil-       ing with game-based characters and collecting quotes either sup-
drens’ skills as investigative reporters.) Stepping off the train as they   porting or refuting their theses (that the doctor should or should
arrive in the plagued town, the players make their way through the          not continue with his experiments). Then the players assemble the
town square, meeting each of the major townspeople and gaining              quotes, choose a thesis, and receive a score based on the quotes’
a sense of the general desperation regarding the plague. They speak         relevance to their choice (see Table 1). In this way, the content that
with people who have lost family members and friends. This estab-           students engage—persuasive writing—is positioned as a legitimate
lishes the players as insiders to the story and more generally as citi-     set of tools that can be used to influence the world. In addition, on
zens needing to care for the well-being of others. Players are              the basis of the evidence that they collect and the arguments they
positioned in an important role, working as writers who engage              advance as they begin to write for the newspaper, students develop
and develop persuasive writing skills. They have to reflect on the          a reputation, which is recognized by characters in the space, who
happenings in the town and on their own beliefs, and then use               refer to the players’ skills and accomplishments—further support-
both evidence and their own opinions to craft an argument sup-              ing their sense of dramatic agency in the unfolding story line.
porting or opposing the doctor’s experiments. They aim to con-                  As an example of the ways that our designed positioning of
vince even the most committed dissenters.                                   person with intentionality and consequentiality has been taken
    Experiential consequentiality is threaded throughout the unit.          up, we offer here an excerpt from an in-game letter submitted by
For example, very quickly after making their way to the doctor’s            a student who had argued that the creature be allowed to live
lab, players engage the first ethical dilemma of the unit:                  (thus preventing the creation of a cure for the plague). Having
They decide whether to steal a mysterious package from a crypt in           observed the consequences of her choice in the world, the student
the cemetery, a task that will involve lying to the constable               feels uncomfortable and writes to the fictional town mayor that

                                                                                                                               October 2010   531
Table 1
                           Value Association for Two Sample Dialogue Pages From Modern Prometheus:
                               Assigning Point Values to Supporting Evidence in the Plague Debate
                                                                 Pro Argument and Reasons                        Con Argument and Reasons
                                                             The doctor should be allowed to                     The created creature should
                                                              continue searching for a cure                       be set free, and the doctor
                                                            for the plague, using his “subject”                 should stop his experiments to
                                                                  in medical experiments.                         find a cure for the plague.

                                                          Ends         The doctor   The creation The doctor has     Ends do The doctor
                                                         justify     is not harming   will not   no right to abuse not justify should not
Collected Quotes                                         means.          citizens.   be missed.    the creation.    means.     be trusted.

“As you know, as mayor my loyalties                          3               1               0                    0                  0               0
  will always lie with what is best for my
  village. And not only that, this cure will
  help all of society, not just Ingolstadt
  [italics added]” (P1).
“The doctor is dangerously obsessed with                     0               0               0                    3                  3               3
  finding a cure [italics added]—it’s all he
  cares about. And when someone’s that
  obsessed, he’s a danger to everyone
  around him” (C5).

Note. P1 = “pro” quote No. 1; C5 = “con” quote No. 5. The numbers in the table show the scores the player earns for aligning the particular quote with
the particular reason.

she no longer sees herself as a good decision-maker for the town.                   hurt his feelings. . . . In addition to that, the doctor has no right
She writes:                                                                         to be experimenting on the creation. His experiment is unauthor-
                                                                                    ized and therefore, illegal! Scientists must have permission to do
   I am sure that all the villagers people will die if Frank does not               experiments.
   keep working on his antidote. It now seems that the antidote will
   no longer work the plafue [plague] is spreading faster and faster             Here, we see evidence of how the student took quotes collected
   by the minute. I will be best for the people of Ingolstadt to no longer       during game play to produce a persuasive essay that offers argu-
   accept me as a fellow helper of the village [italics added]. If the doc       ments with evidentiary support. The skill of persuasive writing is
   continues his work he may be able to help maybe.                              enlisted in the service of a personally meaningful and socially
                                                                                 important goal—one that can be created, adopted, and realized
This comment suggests that the student sees herself and her deci-                all in the context of six classroom visits to a computer laboratory
sions as having a significant impact on the world—in this case an                located in a school building.
impact which she did not foresee and which she does not like. In                     In a comparison study, high-need seventh-grade classes in an
her reflections, she reveals both her own role in shaping the out-               inner-city school in North Carolina were assigned either the
come for the town and how she feels her particular decision ulti-                game treatment or an equivalent control curriculum taught by
mately failed the town. Thus it is clear that this student has taken             the same teacher (Barab, Pettyjohn, Gresalfi, Volk, & Solomou,
up the opportunity to act with intentionality and now, on the                    2010). The control class went through a persuasive-writing unit
basis of the consequences of her actions, is reconsidering her                   based on the novel The Clay Marble, which had been assigned to
original decision.                                                               the class. Students in the control group spent the first 45 min-
    Important to note, this narrative is bound up as part of a cur-              utes of the day (Period 1) listening to an audio recording of the
riculum intended to support persuasive writing, which is used as a               book while they read or followed along in their books. The
legitimate tool for enacting change in the designed context. A final             assignments were a mix of reading comprehension and persua-
portion of a student’s final essay, excerpted from her game submis-              sive writing. Results showed significant learning gains for the
sion, is included here to further illuminate content positioning:                control group, t(31) = 8.75, p < .001, from pretest (M = 7.16,
                                                                                 SD = 3.72) to posttest (M = 11.22, SD = 4.98), as well as for the
   The creation has fought for his rights but has never been given a             experimental group, t(32) = 14.85, p < .001, from pretest (M =
   chance because of his looks. The creation is not an animal or a
                                                                                 8.55, SD = 3.77) to posttest (M = 14.67, SD = 3.52) in terms of
   monster. Humans are set apart from other creatures by their abil-
                                                                                 their ability to identify important parts of a persuasive argument
   ity to think and reason. In arguing for his rights (as well as mak-
   ing friends and being able to read) the creation shows that he can            and to write a persuasive essay in response to a writing prompt.
   do these things. . . . The creation has human emotions and empa-              Both groups had large effect size gains (control = 1.22, experi-
   thy. He felt sympathy for a boy and his father who were struggling            mental = 1.83), as would be expected from a 2-week lesson with
   financially and gave them aid by bring food to their home. He                 an experienced teacher. However, the repeated measures showed
   also told me that the doctors experiments and treatment of him                significantly greater learning gains for the QA condition when

532   educational Researcher
be more straightforward for teaching in larger classrooms.
                                                                         Regarding person, a sense of detachment from the story can allow
                                                                         for more objective analysis and reflection, although it may also
                                                                         breed apathy and disengagement from the lesson. In other words,
                                                                         we argue that if the curriculum focuses too much on explicit
                                                                         content in a context tightly tailored to that content, and if stu-
                                                                         dents have no embedded role, their experience may become
                                                                         impoverished, with a focus on memorization and grade attain-
                                                                         ment as opposed to meaningful content application.
                                                                             If the goal is to aid students in appreciating academic content
                                                                         as useful and seeing themselves as people who have used such
                                                                         content to address socially significant and personally meaningful
                                                                         problems, then the learning environment needs to shift toward
                                                                         the bottom left of the diagram pictured in Figure 6. Therefore,
                                                                         designing to support pedagogically useful transformational play
FIGURE 6. Tensions in designing learning environments for                involves balancing tensions across each element (person, context,
schools that use transformational play.                                  content). We struggle with these tensions in our designs as we try
                                                                         to avoid overly privileging any one quadrant of the diagram (see
                                                                         Barab, Gresalfi, Dodge, & Ingram-Goble, 2010). Building on
the two groups’ persuasive essays were compared for quality,             the work of Hickey and colleagues (Hickey, Ingram-Goble, &
F(32, 31) = 11.03, p < .001.                                             Jameson, 2009; Hickey & Zuiker, 2005), all of our designs pass
    In addition, students who were assigned to the treatment con-        through multiple iterations in which they are revised until they
dition reported significantly higher levels of engagement, had           achieve the desired outcomes at three levels of assessment: the
different goals motivating their participation, and received fewer       close level (referring to log files and in-game submissions), the
teacher reprimands to stay on task. The children in the two con-         proximal level (referring to performance and classroom assess-
ditions showed significant differences in level of engagement:           ments), and the distal level (referring to the use of external devel-
The treatment condition (M = 4.16, SD = .55) scored almost 2             opmental achievement test items). Each level is positioned along
standard deviations higher than the control condition (M = 3.24,         a continuum defined by increasing generality and/or abstraction
SD = .59), indicating significantly higher levels of engagement,         from the enactment of specific curricular activities (cf. Snow,
t(35) = 7.61, p < .001. Closer examination at the item level             1974). Based on analysis of the data, design changes are made to
revealed that 86% of students in the experimental group enjoyed          improve and enhance players’ experience and learning. The close-
or strongly enjoyed the activity, as compared with only 22% in           level, activity-oriented outcomes include whether the curriculum
the control group. Also, when asked if they wished they were             functioned as intended in terms of task structure and game play
doing something else, 71% of the experimental group chose “not           dynamics (i.e., the data include log files of game play choices and
at all,” whereas 70% of the control said “definitely.” Last, when        field notes), whether students were engaged in the story line (i.e.,
asked about their main reason for completing the activity, 95%           the data include interviews, surveys, and evidence of after-school
of the control students said they wanted to get a good grade or          play), and whether in-game submissions provide evidence that
that their teacher required the activity. In contrast, only 34% in       academic concepts were leveraged (i.e., the data include in-game
the experimental condition indicated that these were their rea-          tests, whole-class discussions, and submitted essays). The proximal-
sons for doing the activity; 65% said that they did it because they      level, curriculum-oriented outcomes include teacher-created tests
wanted to be doing it.                                                   designed to test learning of the core concepts as well as assess-
                                                                         ments consisting of cherry-picked released test items. The distal-
Challenges, Opportunities, and Evidence
                                                                         level, standards-oriented outcomes involve primarily far-transfer
Designing experiences to support personal engagement and                 assessment consisting of standardized items drawn at random
transformation requires balancing a number of tensions. In a             from larger pools of items aligned to the targeted standards as
2006 article, Barab and Roth discussed the tensions between pro-         well as other external measures not intentionally designed to test
viding a contextually rich curricular environment and ensuring           the particular unit. In designing game spaces, we begin by look-
that learners attend to the particular content that the environ-         ing at close and proximal data, and only once we are getting
ment is designed to teach. In particular, Barab and Roth argued          consistent high-level performance on these do we test at the distal
that it is a balancing process in terms of the quality of content        level—assuming there are standards-based items created for the
(explicit versus implicit) and the quality of context (noisy versus      content area (Barab, Zuiker, et al., 2007; Hickey et al., 2009).
tailored)—to which this article adds a third aspect, quality of person       A challenge inherent to this work is how to conduct research
(detached versus engaged); see Figure 6. Noisy contexts containing       that is intended to simultaneously demonstrate the value of a
rich contextual detail and mostly implicit enlistment of disciplin-      particular design and advance theory about why the design
ary content can foster mystery, realness, discovery, and an appre-       works. At one level, we are interested in demonstrating the feasi-
ciation of why the content matters. Alternatively, an emphasis on        bility and efficacy of the work. Evidence that the project in gen-
tailored contexts with explicit enlistment of disciplinary content       eral has been successful can be seen in the numbers of students
can prove efficient, making particular concepts salient, and can         and teachers who use the game with no incentive beyond the

                                                                                                                           October 2010   533
learning outcomes that students experience; these units have               transformational play as part of an interactive publication to illus-
been used by more than 50,000 children from a wide range of                trate the theory in a contextually illustrative fashion. For that
socioeconomic backgrounds in school districts all across the               publication, the authors built the worked example by assembling
United States and in Australia, Brazil, Canada, China, Croatia,            purposively selected instances and multiple modes of discourse
England, Italy, Japan, New Zealand, Singapore, South Africa,               (videos, pictures, expositions, games, quotes, critiques, etc.) into
and Turkey. We have also conducted numerous studies that dem-              an interactive tapestry, allowing visitors to engage the advanced
onstrate statistically significant learning gains, even on standard-       theoretical claims along with contextual particulars that make the
ized tests, as well as high levels of engagement when teachers and         phenomenon visible. Consistent with our overriding motivation
students use our designs in the classroom (Arici, 2009; Barab,             of demonstrating the value of transformational play, we believe
Dodge, et al., 2010; Barab, Sadler, et al., 2007; Barab, Thomas,           that useful knowledge, especially for emerging phenomena that
Dodge, Carteaux, & Tuzun, 2005; Barab, Zuiker, et al., 2007;               readers may never have experienced, becomes less meaningful
Hickey et al., 2009; Warren, Dondlinger, & Barab, 2008).                   when abstracted from the context of its origin. An important ele-
However, our goal is not simply to validate a particular curricu-          ment of the scholarship challenge is to maintain the coupling of
lum. Although demonstrating impact is potentially necessary, it            the theoretical claims with the contexts from which those claims
is certainly not sufficient if one’s goal is to build new theories         were derived. The reader, therefore, is encouraged to explore in
about how people learn.                                                    greater detail the cases presented in this article as worked exam-
    Toward evolving new theory, we have found ourselves drawn              ples that further illuminate our notions of transformational play
to the idea of design experiments (Brown, 1992), also known as             (see Taiga Park at http://workedexamples.org/projects/taiga-​
design-based research (Barab & Squire, 2004). Cobb, Confrey,               virtual-park and Modern Prometheus at http://workedexamples.
diSessa, Lehrer, and Schauble (2003) describe them this way:               org/projects/plague-world-a-modern-prometheus).
                                                                           Closing Thoughts
   Prototypically, design experiments entail both “engineering” par-
   ticular forms of learning and systematically studying those forms       Games have become one of the most popular forms of entertain-
   of learning within the context defined by the means of support-         ment in our society, recently surpassing Hollywood in annual
   ing them. This designed context is subject to test and revision,        sales. Surveys conducted by the Pew Internet and American Life
   and the successive iterations that result play a role similar to that   Project demonstrated that videogaming as a leisurely pursuit is
   of systematic variation in experiment. (p. 9)                           pervasive: 97% of youths and 53% of adults play videogames
                                                                           (Lenhart, Jones, & Macgill, 2008; Lenhart, Kahne, Middaugh,
Central to design-based research is a commitment to move                   Macgill, Evans, & Vitak, 2008). Games are popular in part
beyond understanding learning as it naturally occurs, toward               because they are fun. However, it is not simply their entertain-
designing interventions that perturb existing contexts in useful           ment value that should be gaining the interest of educators.
ways with the broader goal of using these theoretically inspired           Instead, we have argued that it is the way games can draw players
perturbations as a means of warranting new theories. Although              in, capturing their interest, time, commitment, and passion, that
justifying such a methodological approach is beyond the scope of           is the real value of the medium. Toward communicating the
this article (see a rich discussion in the January/February 2003           power of games, in this article we have advanced the notion of
theme issue of Educational Researcher), the important point is             transformational play as an experiential target for educational
that advances in design technologies from the entertainment sec-           game design. Designing for transformational play involves estab-
tor are creating opportunities for learning that introduce new             lishing academically useful and meaningfully engaging situations
experiential states, such as transformational play, which are dif-         where learners adopt goals, have legitimate roles, and develop
ficult to manifest without engineering new opportunities and               increasingly sophisticated relations to disciplinary concepts.
then demonstrating their relevance within naturalistic contexts.           They do so by experiencing and reflecting on the concepts’ utility
It is in this way that our work transcends what exists currently           for making sense of and changing story lines in which the con-
and instead helps manifest what could be (Barab & Squire,                  cept is relevant as an interpretive tool (e.g., using one’s under-
2004). These powerful technologies can also be used to enhance             standing of eutrophication to interpret the source of a
the ways that these theories are communicated to the world. This           water-quality problem in a virtual park). In such contexts, there
is because rather than simply using printed text and accompany-            is a shift away from dispensing facts and transmitting particular
ing images (as in this article), these technologies involve new            content and toward a commitment to supporting students as
forms of representation that are quite illustrative, especially when       they enter into conceptually illuminating situations where they
introducing an audience to a new phenomenon (Gee, 2010).                   develop passions and apply content understanding.
    Worked examples, as discussed by Barab, Dodge, and Gee                     More generally, it is our belief that videogames provide
(2009), provide an important form of scholarship especially rel-           new technologies and methodologies for creating curriculum
evant to illustrating plausibility claims for emerging theories. In        that is deeply immersive, highly interactive, and experientially
their description, “worked examples can be thought of as mak-              consequential. Furthermore, games have the potential to liberate
ing plausibility arguments and offering illuminative proof-of-             children from the stigma of assessment and to encourage a dispo-
concept instantiations with a focus on revealing mechanism and             sition for innovation and a desire to challenge oneself as a natural
process to afford insight, promote dialogue, and inspire change”           part of the learning process. In fact, simply mastering a game is
(p. 2). Consistent with this perspective, Barab, Dodge, et al.             an indication in itself that the player has learned; someone who
(2010) used the worked example to illuminate the mechanism of              has invested the hours required to reach an advanced level in a

534   educational Researcher
game knows more about it than a beginner and can solve much                    contexts. Unpublished doctoral dissertation, Indiana University,
more challenging problems. What’s more, specific trajectories of               Bloomington.
game play (for example, as seen in log files) have the potential to          Barab, S. A., Dodge, T., & Gee, J. P. (2009, April). The worked example:
reveal significant information about students’ understandings of               Invitational scholarship in service of an emerging field. Paper presented
                                                                               at the annual meeting of the American Educational Research
particular elements, once such trajectories have been identified.
                                                                               Association, San Diego, CA.
For example, Shute et al. (2010) discuss a stealth assessment
                                                                             Barab, S. A., Dodge, T., Ingram-Goble, A., Peppler, K., Pettyjohn, P.,
model that involves embedding assessments into the fabric of the               Volk, C., et al. (2010). Pedagogical dramas and transformational play:
learning environment to both evaluate individual moments and                   Narratively rich games for learning. Mind, Culture, and Activity,
assess complex systems relationships across multiple trajectories              17(3), 235–264.
of participation. Thus information about students’ understand-               Barab, S. A., Dodge, T., Thomas, M., Jackson, C., & Tuzun, H. (2007).
ings is revealed as they play the game and does not interrupt or               Our designs and the social agendas they carry. Journal of the Learning
take time away from their learning. Likewise, Schwartz et al.                  Sciences, 16(2), 263–305.
(2009) suggest that specific game choices can constitute a form              Barab, S. A., Gresalfi, M. S., & Arici, A. (2009). Transformational play:
of assessment in themselves: The choices players make (and the                 Why educators should care about games. Educational Leadership,
consequences of the choices) simultaneously inform the players                 67(1), 76–80.
                                                                             Barab, S. A., Gresalfi, M. S., Dodge, T., & Ingram-Goble, A. (2010).
and external observers about the depth of their understanding.
                                                                               Narratizing disciplines and disciplinizing narratives: Games as 21st
Equally important, such assessments are engaging to children and
                                                                               century curriculum. International Journal of Gaming and Computer-
encourage risk-taking and toleration of failure as part of the pro-            Mediated Simulations, 2(1), 17–30.
cess (Gee, 2003).                                                            Barab, S. A., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M.
    Even when there are appropriate resources to support a field               (2010). Designing a 21st-century story: The Modern Prometheus game.
trip to a local park, for example, it is unlikely that the experience          Manuscript submitted for publication.
will cleanly illuminate the need for particular content under-               Barab, S. A., & Roth, W.-M. (2006). Curriculum-based ecosystems:
standings, and even less likely that students will be able to mean-            Supporting knowing from an ecological perspective. Educational
ingfully transform some problematic aspect of the context—most                 Researcher, 35(5), 3–13.
parks are unwilling to put their future in the hands of a 10-year-           Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007).
old. Indeed, most teachers would be challenged to arrange class-               Relating narrative, inquiry, and inscriptions: A framework for socio-
                                                                               scientific inquiry. Journal of Science Education and Technology, 16(1),
room materials in a manner that could truly immerse learners in
                                                                               59–82.
a dramatic narrative in which they act as protagonists, find legiti-
                                                                             Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A.,
mate roles, and interact meaningfully and consequentially with                 Zuiker, S., et al. (2009). Conceptual play as a curricular scaffold:
the story line. As a result, we regard games as offering a new ped-            Using videogames to support science education. Journal of Science
agogy for the 21st century, a pedagogy that shifts learning from a             Education and Technology, 18(4), 305–320.
process of rote acquisition to one in which conceptual under-                Barab, S. A., & Squire, K. D. (2004). Design-based research: Putting a
standings have personal and contextual significance, a pedagogy                stake in the ground. Journal of the Learning Sciences, 13(1), 1–14.
to inspire meaningful transformation by repositioning person,                Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005).
content, and context. We believe it is experiences like these, not             Making learning fun: Quest Atlantis, a game without guns.
simply passing test scores, that will ensure no child is left behind.          Educational Technology Research and Development, 53(1), 86–108.
For leaving no child behind involves allowing children to see                Barab, S. A., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A.,
                                                                               Kwon, E-J., et al. (2007). Situationally embodied curriculum:
themselves as individuals who can use academic content to trans-
                                                                               Relating formalisms and contexts. Science Education, 91(5), 750–782.
form situations that they care about. Videogames provide a
                                                                             Bateson, G. (2000). Steps to an ecology of mind. Chicago: University of
unique opportunity where even novices can have such transfor-                  Chicago Press. (Original work published 1972)
mational experiences.                                                        Brown, A. L. (1992). Design experiments: Theoretical and methodolog-
                                                                               ical challenges in creating complex interventions in classroom set-
Notes                                                                          tings. Journal of the Learning Sciences, 2(2), 141–178.
    The work reported in this article was supported by the National          Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and
Science Foundation (Grants No. 9980081 and No. 0092831) and by the             the culture of learning. Educational Researcher, 18(1), 32–42.
John D. and Catherine T. MacArthur Foundation (Grant No. 06-88658-           Bruner, J. (2002). Making stories: Law, literature, life. Cambridge, MA:
000-HCD). We owe special thanks to Tyler Dodge for his edits and               Harvard University Press.
contributions to this article. We are also grateful to the design team and   Clark, D., Nelson, B., Sengupta, P., & D’Angelo, C. (2009). Rethinking
thousands of teachers and students who have contributed to this work.          science learning through digital games and simulations: Genres, examples,
    1Quest Atlantis is the creation of more than two-dozen team mem-           and evidence. Washington DC: National Research Council.
bers, including the authors of this article, and hundreds of teachers and    Cobb, P., Confrey, J., diSessa, A. A., Lehrer, R., & Schauble, L. (2003).
children who continually provide invaluable feedback.                          Design experiments in educational research. Educational Researcher,
    2This calculation is based on the year ending June 5, 2010. To learn       32(1), 9–13.
more, visit http://QuestAtlantis.org.                                        Cognition and Technology Group at Vanderbilt. (1990). Anchored
                                                                               instruction and its relationship to situated cognition. Educational
                                                                               Researcher, 19(6), 2–10.
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                                                                                                                                   October 2010     535
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